Welcome to Quick Play Rules

Fast and enjoyable rules for playing wargames battles in the Biblical,
Ancient, Dark Ages, Mediveal, Italian Wars, Gunpowder Period, English Civil War , Renaissance,
Seven Years War, American War of Independance, Napoleonic Wars, American Civil War, Franco Prussian War,
Victorian Period Wars, The Great War, Interwar Years and Gangland wars, World War 2 and
the Modern period.

I also provide commission painting services for whole armies to a good table top standard.
I am happy to paint assembled models scaled 15mm to 54mm. My services include basing, so
that your army is ready to go. Examples of my work can seen below and on the
YouTube channel.
All images are not doctored in any way. I have a "Worts n' All" ethic to presenting
my work. My prices are set by individual model and scale. My prices exclude delivery/P&P.
I aim to complete an army commission within 3 weeks after reciept of the assembled models.
I do not expect any payment until you recieve your completed army. If you would like more
details then please contact me and I will be happy to discuss your requirements in more detail.

Proelium

The Proelium rules facilitate phalanx, warband, company to regimental level games from 3000BC
to 1901AD with a focus on command and control. Larger games can be played depending
of the scale and size of the table available. The design philosophy of the rule set
provides a simple approach that can be used to play wargame battles, irrespective of
the figure scale (6mm, 10mm, 15mm, 25mm and even 1/32 scale). These rules have been
designed to provide the player with challenges based around the manoeuvre and the
management of their army in an easy format while still maintaining a feel for the
specific period being played. The rules use a number of bases, depending on the size
of formations. These are then grouped into distinct command groups. A formation has
between two, four or six bases to represent the different formation sizes. The bases
are placed side by side to represent a line, skirmish line or a column/block deployment.
A base can have any number of figures on it according to the players preference or
current basing arrangement. To represent scouting or skirmish formations, the formation
bases are spaced out in a line, with each base having a gap equal to one base width.
I personally, use blank bases to show clear formation definition. Artillery formations
are based slightly different. They are always on a single square base of two base widths
wide to two base widths deep, always counting as a standard size formation. When playing
with scales of 6mm – 28mm, a base size of 60mm x 60mm is used, although the equally
popular 40mm wide bases could be used instead. For a scale greater than this, bases of
100mm x 100mm are used. This is the base size I use for my 54mm games. The rules use a
measurement of one base width equal to one range/movement distance measurement. The rules
have been designed to provide capability options for each base. These bases are then
grouped into formations. Each formation cannot complete all of the traditional
actions/phases (shooting, moving, charging and reforming etc.) during a turn, with a
specific formation. Each formation has two action points per turn. The players then
decide which combination of actions to complete. The players complete all actions on a
specific formation alternatively. This makes the style of play more of a conversion,
keeping players engaged through the whole game. The framework used in the game looks at
the different formations capabilities compared to that of compatible enemy formations in
period. Or put more simply: “Was the specific formation any better or worse on the
battlefield compared to their opponents, for the period?”. This enables the player to
apply their own knowledge of the historic period to represent the way they believe a
specific type of formation would have performed.

Gunpowder

The design philosophy of the Gunpowder rules provides a simple approach that can be used
to play wargame battles at brigade or higher command levels, irrespective of the figure scale
(6mm, 10mm, 15mm, 25mm and even 1/32 scale) with your own current models and common basing
formats currently in use. There are many very good rule sets aimed at a specific period in
the hobby which provide a detailed simulation of warfare in that period. These rules have
been designed to provide the player with challenges based around the manoeuvre and the
management of their units in a quick play format while still maintaining a feel for the
period. An army within the game is typically 20 units as side broken down into distinct
command groups. A unit is a single base. The rules use 100mm equal to one range/movement unit
and a unit has a footprint of 120mm wide by 30mm – 80mm depth depending the formation and unit
type. The rules have been designed to provide capability options at the unit level, while still
presenting the dilemma to the player that they cannot complete all the traditional phases (shooting,
moving, charging and reforming) during a turn with that specific unit. These rules instead of using
a traditional system of very distinct detailed weapon factors and micro-managed movement rates, they
provide a game framework that looks at the different unit’s capabilities compared to that of the unit’s
opponents for the period. This enables the player to apply their own knowledge of the historic period
to represent the way a specific unit should perform with in the game. The rules also do not use the IGUGO
turn approach, but instead each action, (reform, charge, move and shoot) can be done in any sequence and
up to twice in a turn. This keeps both players engaged throughout a turn sequence. A unit has a limit of
two actions in any turn. The players take it in turns to complete these actions by unit. Also, the rules
do not focus on detailed weapon factors and actions within a specific game turn time frame, but use
the approach: “Was the specific unit any better or worse on the battlefield for the period?” For example,
all units could have used volley fire, but was this specific unit any better/worse at than anyone else? The
rules manage this through a unit being given a selection of capabilities. The rules make a difference
between the plug and socket bayonets. This is handled by the unit completing a distinct action to counting
them fitted. This means when a plug bayonet is fitted, the unit cannot shoot. This formation is called
“Foot cavalry defence”. This also covers the use the of foot squares as an anti-cavalry defence. The rules
have to make a comprise and when a unit is claiming “foot cavalry defence” they also count as a deep formation
even when a unit is in line with bayonets fitted. All units break at the same point, regardless of if the unit
is veteran, regular or militia. What is managed within the rule set is how quickly or slowly a unit reaches
that point of failure. Generals are used for command and control only. Units must be organised into command
groups. An army for the game is organised into a number of these command groups with an overall army commander.
Generals can only command units within their group and the army commander can command any units across all
command groups. Typically, a command group is a brigade, division or corps depending on the scale you have
adopted for the army. Games can be played over a two-hour time limit with a scoring system based around the
number of units that one side has managed to kill. The rules reward aggressive play; thus, hopefully avoiding
a static game. For a specific historical battle use the objectives of the actual battle to decide the winner.
These rules cover the period from the end of the dominance of the Swiss Keil to the end of The Mahdist Wars
in the Sudan.

Colts and Arrows

Colts and Arrows are very simple and quick western skirmish wargame rules, designed to be
played in less than an hour. Game is played on squares. Each square is about 2” – 4”
inches depending on the size of the models being used. Game is about collecting the
most gold. The Character that has any hits left at the end of game and has the most
gold is the winner. The rules fit on one side of A4.

Banter Battles

Banter Battles (BanBat) are a fast play set of rules that take a light-hearted
approach to a range of wargaming periods. The rules are designed for social games
and introducing new people of all ages into a very rewarding and interesting hobby.
Banter Battles are designed to cover only two sides of A4 paper, but still can provide the
depth and focus for a specific period. One side of A4 displays the common rules and
concepts. The other side of the A4 contains the period specific QRS and any additional
period rules. The rules use single models/bases make up a unit. A single base will
represent a single man or several men. Distance is measured in a scale of a single base
width and this width relates to an actual ground scale. The period being played will
dictate the figure to men ratio and the distance scale relative to a single base width.
The rules use a system of random move/activation selection by the players pulling coloured
dice hidden in a bag.

Revolution and Webleys

The Revolution and Webleys rule set provides a simple approach that can be used to play games irrespective
of the figure scale (6mm, 10mm, 15mm, 25mm and even 1/32 scale). This is so that you can use your current
collection of figures without any changes. The rules focus on command and control as opposed to a traditional
approach of distinct and detailed weapon factors. By taking a light, very broad-brush approach, large games
can be played in a few hours. Also, the rules allow for both skirmish and unit based games. The rules allow
games from the Mahdist Wars in the Sudan until just before the start of World War 2. This period also includes
the Boxer Revolution, Japans expansion into China. The Irish, Russian and Spanish Civil War’s. Additionally,
the rules allow games for gangland and the revolutionary inter war years. The rules introduce chemical weapons,
armoured trains and ground attack aircraft rules.

Machine Guns and Ballot Boxes

The Machine Guns and Ballot Boxes rule set provides a simple approach that can be used to play games irrespective
of the figure scale (6mm, 10mm, 15mm, 25mm and even 1/32 scale). This is so that you can use your current
collection of figures without any changes. The rules focus on command and control as opposed to a traditional
approach of distinct and detailed weapon factors. By taking a light, very broad-brush approach, large games can
be played in a few hours. Also, the rules allow for both skirmish and unit based games. The rules allow games
from the start of World War Two until present day warfare. Additionally, the rules allow games for insurgent
warfare. Examples being: The Indochina Wars, Vietnam and the insurgent conflicts through the 1960's to the
present day. The rules introduce airborne/air assaults, helicopters and smoke bombardments. Note: • Where bases,
unit(s) is mentioned in the rules this also means model(s) for skirmish games. The phrase is inter-changeable.
At-least one dice is always thrown and dice fractions are rounded up.